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 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

BookKindEditionVersionLast update
  Maggotkin of Nurgle
  Maggotkin of NurgleBattletome11.3August 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Soul Wars: Wrath of the Everchosen
  Soul Wars: Wrath of the EverchosenExpansion21.3August 2021
  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: TeclisExpansion21.2August 2021
  Warhammer Underworlds: Beastgrave
  Warhammer Underworlds: BeastgraveWarscroll2September 2019

Designers’ Commentary

Battletome: Maggotkin of Nurgle

 Q: Can a Lord of Blights shoot with the Munificent Bounty Death’s Head?
A:
No.
 Q: When I use Gutrot Spume’s Master of the Slime Fleet ability and include a unit of Putrid Blightkings with him, does this count as setting up one unit or two units?
A:
It counts as a single set-up.
 Q: The Legions of Chaos rule states ‘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’. Can I include units from the Slaves to Darkness faction that already have the relevant Chaos God keyword (KHORNE, NURGLE, SLAANESH or TZEENTCH) for my army but do not have the MARK OF CHAOS keyword as coalition units?
A:
No.

Allies

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

Battle Traits

A Maggotkin of Nurgle army has the following battle traits:

Cycle of Corruption

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

Roll a dice at the start of the first battle round of any battle that includes any NURGLE armies, before rolling to see who has the first turn. Refer to the table below to see which stage of the Cycle of Corruption is currently taking place – this applies to all NURGLE armies. The Cycle of Corruption moves clockwise one step at the start of each new battle round.

For example, if the roll on the Cycle of Corruption table was a 5, then Nauseous Revulsion would apply in the first battle round, Rampant Disease in the second, Corrupted Regrowth in the third, and so on. The rule for the current stage applies for the duration of the battle round.

D6STAGE OF CORRUPTION
1

Unnatural Vitality

Add 2" to the Move characteristic of NURGLE units.

2

Fecund Vigour

Add 1 to the wound rolls of all attacks made by NURGLE units in the combat phase.

3

The Burgeoning

Roll a dice for each unit within 1" of a terrain feature at the start of your hero phase. On a roll of 5 or more the unit suffers 1 mortal wound. NURGLE units heal 1 wound instead.

4

Plague of Misery

Re-roll battleshock test rolls of 1 for enemy units (excluding NURGLE units).

5

Nauseous Revulsion

Re-roll wound rolls of 6 or more for attacks made by enemy units (excluding NURGLE units) in the combat phase.

6

Rampant Disease

At the start of your hero phase, pick D3 different enemy units (excluding NURGLE units) within 12" of each other. Each unit suffers D3 mortal wounds.

Corrupted Regrowth

NURGLE units heal D3 wounds at the start of their hero phase.



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 units of NURGLE DAEMONS to the battlefield if you collect enough contagion points. At the start of each of your hero phases, you receive 3 contagion points if there are any friendly NURGLE models in your own territory, and 3 additional contagion points if there are any friendly NURGLE models in your opponent’s territory. If there are no enemy models in the same territory as friendly NURGLE models, you receive 1 extra contagion point for that territory. In addition, you receive D3 contagion points for each Feculent Gnarlmaw that has no enemy models within 3" of it.

If you have 7 or more contagion points at the end of your movement phase, you can summon one or more units from the following list to the battlefield, and add them to your army. Each unit you summon costs a number of contagion points, as shown on the list, and you can only summon a unit if you have enough contagion points remaining to pay its cost.

Summoned units must be set up wholly within 12" of a Feculent Gnarlmaw or a friendly NURGLE HERO, and more than 9" from any enemy models. If the summoned unit is a Feculent Gnarlmaw, it must also be set up more than 1" from any terrain features. Subtract the cost of the summoned unit from the number of contagion points you have available immediately after it has been set up.


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 must be given the NURGLE Mark of Chaos 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 do not count towards the number of Battleline units in your army. However, they do count towards the maximum number of Leader, Behemoth and Artillery units in your army. Coalition units cannot be generals. In addition, Coalition units are ignored when determining if the units in your army are from a single faction.

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.

Hosts of Chaos

This section includes new allegiance abilities available to a Chaos army on the battlefield.

When you choose a Maggotkin of Nurgle army you can say that it will be a Hosts of Chaos army. If you do so, you must give it a Host of Chaos keyword from the list below. All units in that army gain that keyword, and you can use the allegiance abilities listed for that Host of Chaos. If a model already has a Host of Chaos 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 Host of Chaos.

MUNIFICENT WANDERERS
DRONING GUARD
BLESSED SONS
DROWNED MEN

If a model already has a Host of Chaos 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 Host of Chaos.


Command Traits

If you pick a command trait for your general from the following tables, depending on whether your general is a ROTBRINGER, DAEMON or MORTAL, you must select the trait from the Rotbringer, Nurgle Daemon or Nurgle Mortal table respectively (if they qualify for more than one table, pick which one to use).

Rotbringer

ROTBRINGER HERO only.

D6COMMAND TRAIT
1

Grandfather’s Blessing

Once per battle, at the start of your hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.

2

Living Plague

At the start of your hero phase, roll a dice for each enemy unit within 1" of your general. On a 4+ the unit being rolled for suffers 1 mortal wound and you receive 1 contagion point.

3

Hulking Physique

Add 1 to wound rolls for your general in the combat phase.

4

Bloated with Corruption

Roll a dice each time you allocate a wound to your general 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.

5

Avalanche of Rotten Flesh

Add 2 to run and charge rolls for your general.

6

Resilient

Roll a dice each time you allocate a wound or mortal wound to your general. On a 6+ the wound is negated.


Nurgle Daemon

NURGLE DAEMON HERO only.

D6COMMAND TRAIT
1

Grandfather’s Blessing

Once per battle, at the start of your hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.

2

Living Plague

At the start of your hero phase, roll a dice for each enemy unit within 1" of your general. On a 4+ the unit being rolled for suffers 1 mortal wound and you receive 1 contagion point.

3

Hulking Physique

Add 1 to wound rolls for your general in the combat phase.

4

Tainted Corruptor

At the start of each of your hero phases, you can pick one terrain feature that is within 3" of your general. For the rest of the battle, that terrain feature has the Sickness Blossoms scenery rule from the Feculent Gnarlmaw warscroll, in addition to any other rules it already had.

5

Nurgling Infestation

Once per battle, at the start of a combat phase, you can inflict D3 mortal wounds on an enemy unit that is within 3" of your general.

6

Pestilent Breath

At the start of your shooting phase, pick one enemy unit within 6" of your general. Roll a dice for each model in that unit that is within 6" of your general. The unit suffers 1 mortal wound for each roll of 5+.


Nurgle Mortal

NURGLE MORTAL HERO only.

D6COMMAND TRAIT
1

Grandfather’s Blessing

Once per battle, at the start of your hero phase, you can move the Cycle of Corruption one stage forward or backward if your general has not been slain.

2

Living Plague

At the start of your hero phase, roll a dice for each enemy unit within 1" of your general. On a 4+ the unit being rolled for suffers 1 mortal wound and you receive 1 contagion point.

3

Hulking Physique

Add 1 to wound rolls for your general in the combat phase.

4

Hideous Visage

Subtract 2 from the Bravery characteristic of enemy units while they are within 3" of your general.

5

Overpowering Stench

Re-roll hit rolls of 6+ for attacks that target your general in the combat phase.

6

Virulent Contagion

Improve the Rend characteristic by 1 for attacks made by your general in the combat phase.



Artefacts of Power

Artefacts of Contagion

Any ROTBRINGER HERO can be given one of the following artefacts of contagion.

D6ARTEFACT OF POWER
1

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.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6+ the wound is negated.

2

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.

If the bearer is a WIZARD, they can attempt to cast one additional spell in each of their hero phases. If the bearer is not a WIZARD, they can attempt to cast Foul Regenesis in each of their hero phases (this does not give them the ability to unbind spells).

3

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.

At the start of the combat phase, pick one enemy unit within 3" of the bearer. Subtract 1 from its save rolls for the rest of the battle. You cannot use this ability more than once on the same enemy unit.

4

Flesh Pealer

This cursed bell was dredged up from the depths of the Festerswamp. When tolled, the bell emits waves of sorcerous energy that slough flesh from bone and rot living victims into heaps of slime.

In your hero phase, roll a dice for each enemy unit that is within 6" of the bearer. On a 5+ the unit being rolled for suffers D3 mortal wounds.

5

The Bileheart

Originally a sylvaneth soulpod, this foul artefact was cursed by Golgous the Bitter. It is forcibly thrust into the bearer’s chest, where it takes root and pumps ichor through their veins that spurts out in infectious gouts should they be wounded.

Roll a dice each time you allocate a wound or mortal wound to the bearer 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.

6

The Fecund Flask

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

You can use the fecund flask once per battle, at the start of your hero phase. If you do so, roll a dice. On a 2+ any wounds the bearer has suffered are healed. On a 1, the bearer is slain. If the bearer is slain by the fecund flask, before you remove the bearer’s model, you can add a Beast of Nurgle to your army and set it up within 1" of the bearer.


Daemonic Boons

Any NURGLE DAEMON HERO can be given one of the following Daemonic Boons.

D6ARTEFACT OF POWER
1

Noxious Nexus

This daemon is a festering carrier for literally 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.

At the start of your hero phase, roll a dice for each enemy unit within 7" of the bearer. If the roll is equal to or less than the number of the current battle round, the unit being rolled for suffers 1 mortal wound. For example, in the second battle round, enemy units would suffer a mortal wound on a 1 or 2.

2

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 to be Nurgle’s Nail. At the end of each combat phase, roll 2D6 for each enemy model that was allocated any wounds caused by Nurgle’s Nail in that phase and was not slain. If the result is exactly 7, the model being rolled for is slain. Any other result has no effect.

3

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 spawn, or simply burst like overripe fruit.

At the start of your hero phase, pick an enemy model within 3" of the bearer and then roll a dice. If the roll is greater than that model’s Wounds characteristic, then it is slain. If a model with a Wounds characteristic of 4+ is slain by the Bountiful Swarm, before you remove the model, you can add a Beast of Nurgle to your army and set it up within 1" of the enemy model.

4

The Witherstave

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

Re-roll hit rolls of 6 for enemy units while they are within 12" of the bearer.

5

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 Dreadforts to tumbled ruin and enemy armies to heaps of flyblown corpses.

If the bearer is a WIZARD, add 1 to the casting rolls for any spells from the Lore of Nurgle that they attempt to cast. If the bearer is not a WIZARD, they can attempt to cast the Sumptuous Pestilence spell in each of your hero phases (they cannot unbind spells).

6

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.

At the start of the battleshock phase, roll a dice for each wound that was allocated to this model that turn and not negated. On a 4+ the wound is healed.


Plagueridden Gifts

Any NURGLE MORTAL HERO can be given one of the following Plagueridden Gifts.

D6ARTEFACT OF POWER
1

The Virulent Blade

This blotched and rusting sword seethes with magical contagions that it spreads through the enemy ranks with every blow. As its wielder hacks his way across the battlefield, he leaves outbreaks of disease spreading in his wake.

Pick one of the bearer’s melee weapons to be the Virulent Blade. Add 1 to the Damage characteristic for attacks made with the Virulent Blade if the wound roll for the attack is 5+.

2

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.

Re-roll hit rolls of 6+ or more for attacks that target the bearer in the combat phase.

3

Sublucus’ Stenchplate

This verdigrised suit of Chaos armour is infused with a stench so wretched that even Nurgle’s daemons cannot adequately describe it. Enemies recoil, choking on their own vomit, at its slightest whiff, or simply pass out altogether as their senses are overwhelmed.

Enemy units that are within 3" of the bearer at the end of their movement phase suffer D3 mortal wounds.

4

The Eye of Nurgle

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

Once per battle, at the start of your hero phase, you can roll 2D6 if there are any enemy models within 12" of the bearer. If the result is exactly 7, then the closest enemy model to the bearer is slain.

5

The Carrion Dirge

A spiralling horn torn from the skull of a Pestigor chieftain, when winded this awful object emits the cawing shrieks of a thousand starving carrion birds. So dreadful is this sound that it can break the spirit of the enemy, and leave them cowering on their knees.

Subtract 2 from the Bravery characteristic of enemy units while they are within 12" of the bearer.

6

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 failed save rolls for the bearer if the roll is equal to or less than the number of wounds currently allocated to the bearer.



Spell Lores

The magic used by the followers of Nurgle centres around corruption, disease, decay and regrowth – those proficient in its use can cause terrible harm to those who stand against them in battle.

All WIZARDS in a Maggotkin of Nurgle army know the Foul Regenesis spell below, in addition to any other spells that they know.

FOUL REGENESIS
The wizard beseeches the Plague God to begin the Cycle of Corruption anew.
Foul Regenesis has a casting value of 7. If successfully cast, pick a result from the Stage of Corruption table – the Cycle of Corruption is immediately reset to the stage you picked.

Lore of Malignance

ROTBRINGER WIZARD (including Unique units) only.

D6SPELL
1

Blades of Putrefaction

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

Blades of Putrefaction has a casting value of 7. If successfully cast, pick a friendly unit within 14" of the caster that is visible to them. Until your next hero phase, hit rolls of 6+ for that unit inflict 1 mortal wound in addition to any other damage.

2

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 has a casting value of 6. If successfully cast, pick an enemy unit within 3" of the caster. That unit suffers 1 mortal wound for each model from the unit that is within 3" of the caster.

3

Gift of Contagion

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

Gift of Contagion has a casting value of 6. If successfully cast, select an enemy unit within 18" of the caster that is visible to them. Then roll a dice and look up the result on the table below. Apply the penalty to all models in the unit until the start of your next hero phase.

D6Result
1-2Flyblown Palsy: Subtract 1 from the unit’s hit rolls in the combat phase.
3-4Muscular Atrophy: Subtract 1 from the unit’s wound rolls in the combat phase.
5-6Liquefying Ague: Subtract 1 from the unit’s save rolls.


Lore of Virulence

NURGLE DAEMON WIZARD (including Unique units) only.

D6SPELL
1

Favoured Poxes

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

Favoured Poxes has a casting value of 7. If successfully cast, pick an enemy unit within 14" of the caster that is visible to them. Subtract 1 from hit, wound and save rolls for that unit until the caster moves, attempts to cast a spell or is slain.

2

Glorious Afflictions

Hawking a wad of cloudy phlegm, the daemon picks a foe to be infected with an atrophying canker that twists limbs and withers their muscles, making any movement horribly painful.

Glorious Afflictions has a casting value of 5. If successfully cast, pick an enemy unit within 21" of the caster that is visible to them. The unit’s Move characteristic and any run or charge rolls made for them are halved (rounding up) until your next hero phase. In addition, units that can normally fly cannot do so until your next hero phase.

3

Sumptuous Pestilence

Virulent plagues erupt across the entire battlefield as the daemon recites all of the diseases it has been blessed with during its millennia of service to Nurgle.

Sumptuous Pestilence has a casting value of 6. If successfully cast, each enemy unit within 7" of the caster suffers 1 mortal wound. Units with more than 5 models suffer D3 mortal wounds instead.


Lore of Foulness

NURGLE MORTAL WIZARD (including Unique units) only.

D6SPELL
1

Magnificent Buboes

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

Magnificent Buboes has a casting value of 7. If successfully cast, pick an enemy HERO within 21" of the caster that is visible to them. The hero suffers D3 mortal wounds. In addition, subtract 1 from their hit rolls, casting rolls and unbinding rolls until your next hero phase.

2

Plague Squall

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

Plague Squall has a casting value of 6. If successfully cast, roll 7 dice. For each roll of 6, you can pick an enemy unit that is visible to the caster. That unit suffers D3 mortal wounds. If you roll more than one 6, you must pick a different enemy unit to suffer each set of mortal wounds.

3

Cloying Quagmire

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

Cloying Quagmire has a casting value of 5. If successfully cast, select an enemy unit within 14" of the caster that is visible to them. Then roll a dice, and compare it to the enemy unit’s Save characteristic. If the roll is equal to or higher than the Save characteristic, the unit suffers D6 mortal wounds.



Hosts of Chaos

These rules can be used by units in a Maggotkin of Nurgle army that have been given the appropriate keyword (see the Hosts of Chaos).

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.

ABILITIES
Locus of Corrosion: With every step the enemy takes towards Nurgle’s daemonic children, their weapons rust and corrode at an alarming rate.
While an enemy unit is within 3" of any friendly MUNIFICENT WANDERERS DAEMON units, worsen the Rend characteristic of that unit’s melee weapons by 1 (to a minimum of ‘-’). NURGLE units are unaffected by this ability.

COMMAND ABILITY
Infested with Wonders: The Munificent Wanderers invite the most horrific and repulsive diseases into their flesh, and they cannot wait to share them.
You can use this command ability in your hero phase. If you do so, pick 1 friendly MUNIFICENT WANDERERS DAEMON unit wholly within 14" of a friendly MUNIFICENT WANDERERS DAEMON HERO with this command ability. Until the start of your next hero phase, if an enemy unit ends a charge move within 3" of that unit, that enemy unit suffers D3 mortal wounds. A unit cannot benefit from this command ability more than once per turn.

COMMAND TRAIT
A MUNIFICENT WANDERERS general must have this command trait.

One Last Gift: Upon death, daemons of the Wanderers explode in a shower of putrid viscera.
If the unmodified hit roll for an attack made with a melee weapon by an enemy unit that targets a friendly MUNIFICENT WANDERERS DAEMON unit that is wholly within 12" of this general is 1, the attacking unit suffers 1 mortal wound after all of its attacks have been resolved.

ARTEFACT OF POWER
The first MUNIFICENT WANDERERS HERO to receive an artefact of power must be given Mucktalon.

Mucktalon: This sentient, daemonic blade seems to take great delight in biting into the flesh of enemy champions.
Pick one of the bearer’s melee weapons. Add 1 to hit rolls for attacks made with that weapon if the target is a HERO.

The Droning Guard

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

ABILITIES
Locus of Corrosion: With every step the enemy takes towards Nurgle’s daemonic children, their weapons rust and corrode at an alarming rate.
While an enemy unit is within 3" of any friendly DRONING GUARD DAEMON units, worsen the Rend characteristic of that unit’s melee weapons by 1 (to a minimum of ‘-’). NURGLE units are unaffected by this ability.

COMMAND ABILITY
Twice-blessed Rotspawn: Fortified by filth-encrusted carapaces and festering abdomens, the Rot Flies of the Droning Guard are oblivious to injury and ailment as they continue to spread their father’s gifts.
You can use this command ability in the combat phase. If you do so, pick 1 friendly DRONING GUARD PLAGUE DRONES unit wholly within 12" of a friendly DRONING GUARD DAEMON HERO with this command ability. Until the end of that phase, add 1 to Disgustingly Resilient rolls made for that unit.

COMMAND TRAIT
A DRONING GUARD general must have this command trait.

Rotwing Commander: This warlord leads the Rot Fly
squadrons of Nurgle forth to swarm over the enemy.
After armies have been set up but before the first battle round begins, friendly DRONING GUARD PLAGUE DRONES units can move up to 4".

ARTEFACT OF POWER
The first DRONING GUARD HERO to receive an artefact of power must be given the Cloak of Flies.

Cloak of Flies: Formed from a writhing, droning mass of plague flies, this cloak whips outwards to intercept incoming strikes.
Subtract 1 from hit rolls for attacks made with melee weapons that target the bearer.

The 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.

ABILITIES
Nurgle’s Embrace: The bloated forms of these Nurglites are constantly at bursting point, ready to shower with virulent fluids any who dare strike them.
Roll a dice each time a friendly BLESSED SONS ROTBRINGER model is slain in the combat phase. On a 2+, the attacking unit suffers 1 mortal wound. If the attacking unit has the NURGLE keyword, heal 1 wound allocated to that unit instead.

COMMAND TRAIT
A BLESSED SONS general must have this command trait.

Foul Conqueror: This warlord is always driving their warriors on to new conquests in the name of Nurgle.
Once per turn, you can use the At the Double command ability on a friendly BLESSED SONS ROTBRINGER unit within 12" of this general without spending any command points.

COMMAND ABILITY
Degraded and Defiled: The Blessed Sons revel in the despair of their enemies, bludgeoning them with blighted blades and spiteful goading alike.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly BLESSED SONS ROTBRINGER unit wholly within 14" of a friendly BLESSED SONS ROTBRINGER HERO with this command ability. Then, at the end of that phase, pick 1 enemy unit that suffered any wounds or mortal wounds inflicted by that unit in that phase. If the combined number of those wounds and mortal wounds is greater than the Bravery characteristic of that enemy unit, that enemy unit suffers 3 additional mortal wounds.

ARTEFACT OF POWER
The first BLESSED SONS HERO to receive an artefact of power must be given the Blotshell Bileplate.

Blotshell Bileplate: Crafted from the chitinous shell of a titanic Blotbeetle, this armour is all but impenetrable.
You can re-roll save rolls for attacks that target the bearer.

The 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.

ABILITIES
Nurgle’s Embrace: The bloated forms of these Nurglites are constantly at bursting point, ready to shower with virulent fluids any who dare strike them.
Roll a dice each time a friendly DROWNED MEN ROTBRINGER model is slain in the combat phase. On a 2+, the attacking unit suffers 1 mortal wound. If the attacking unit has the NURGLE keyword, heal 1 wound allocated to that unit instead.

COMMAND TRAIT
A DROWNED MEN general must have this command trait.

Bloated Raider: This warlord favours the quick strike, overwhelming their foes with flights of hideous Rot Flies.
You can re-roll charge rolls for friendly DROWNED MEN PUSGOYLE BLIGHTLORDS units wholly within 14" of this general.

COMMAND ABILITY
Kneel Before the Plague!: The warriors of the Drowned Men are masters of their blighted arsenal, using their overwhelming strength to lay low their enemies while suffocating them with their deathstench.
You can use this command ability at the start of the combat phase. If you do so, pick 1 friendly DROWNED MEN PUSGOYLE BLIGHTLORDS unit wholly within 12" of a friendly DROWNED MEN ROTBRINGER HERO. Until your next hero phase, if the unmodified wound roll for an attack made with that unit’s Blighted Weapons is 6, improve the Rend characteristic for that attack by 1.

ARTEFACT OF POWER
The first DROWNED MEN HERO to receive an artefact of power must be given the Rot-kraken Hide.

Rot-kraken Hide: This rubbery and appallingly foulsmelling jerkin of rot-kraken skin fits under the armour and is formidably resilient.
Add 1 to the bearer’s Wounds characteristic.


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.

Battleplans

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. Summoning forth the festering vegetation of the Plague God’s garden, his ebullient disciples spread his generous blessings far and wide.

HOW TO USE BATTLEPLANS
The following battleplan enables you to fight a battle that epitomises the way the Maggotkin wage war. It should be fought using all of the Warhammer Age of Sigmar rules unless specifically indicated otherwise. The battleplan includes a map reflecting the landscape on which the battle is fought. The map is for a battlefield that is 6 feet by 4 feet in size, but you can use a smaller or larger area if you wish.

THE ARMIES
One player commands a Maggotkin army and their opponent commands the defenders of the realm the Maggotkin are invading. In addition to the armies, you will need at least three Feculent Gnarlmaws.

MAGGOTKIN PLAYER’S OBJECTIVES
Grandfather Nurgle has sent you to these lands, for he wishes to add them to the domains that thrive under his munificent rule. Subdue any defenders, using their corpses as the mulch that will bring forth the Garden of Nurgle.

DEFENDER’S OBJECTIVES
One of Nurgle’s armies is approaching the land you hold dear, intent on turning it into a vile, disease-ridden parody of its current form. They must be stopped and driven back at all costs, before the rot that they bring can take hold.

THE BATTLEFIELD
The battlefield represents a fertile hinterland that Nurgle has demanded be brought under his control so that it can be blessed with the many gifts he can bestow. Players can choose to set up scenery as described on the Warhammer Age of Sigmar rules sheet. Any terrain features should be set up more than 6" from any cessnodes (see below). Do not set up any Feculent Gnarlmaws on the battlefield before the battle begins (they may appear during the battle, as described below).

CESSNODES
Located in the defender’s territory are three cessnodes: locations that are ripe to be corrupted by Nurgle’s blessings, and from which can spring forth the first Feculent Gnarlmaws that will form the basis of a new patch of Nurgle’s garden. The position of each of the three cessnodes is shown on the deployment map with a fly symbol; you may wish to note their location with suitable marker.
= Cessnode

SET-UP
The defender sets up all their units first, anywhere wholly within their territory that is more than 9" from the Maggotkin player’s territory (see map). The Maggotkin player sets up second, anywhere wholly within their territory. Do not set up any Feculent Gnarlmaws on the battlefield before the battle begins (they may appear during the battle, as described below).

FIRST TURN
The Maggotkin player takes the first turn in the first battle round.

BRINGING ON THE ROT
The Maggotkin player can change a cessnode into rotnode by summoning a Feculent Gnarlmaw and setting it up on the cessnode’s location.

VICTORY
Do not use any of the victory conditions from the Warhammer Age of Sigmar rules sheet. Instead, the Maggotkin player immediately wins a major victory if all three cessnodes are converted into rotnodes. Otherwise the battle lasts for five battle rounds.

If, at the end of the fifth battle round, the Maggotkin player has only converted up to one cessnode into a rotnode, the defender wins a major victory. In any other circumstances, each player calculates a victory score by adding up the Wounds characteristics of all the models that have been slain in the opposing army. The player with the higher score can claim a minor victory.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Nurgle Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Great Unclean One2 units
Harbinger of Decay4 units
Lord of Afflictions3 units
Lord of Blights/Lord of Plagues4 units
Sorcerer4 units
HERALD OF NURGLE (any type)4 units
RETINUE FOLLOWERS TABLE
D6Followers
13 Nurgling bases
210 Plaguebearers
310 Plaguebearers
410 Plaguebearers
510 Plaguebearers
61 Beast of Nurgle
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6RotbringersDaemons
1-25 Putrid Blightkings3 Plague Drones
3-45 Putrid Blightkings3 Plague Drones
5-62 Pusgoyle Blightlords3 Plague Drones

Followers Rewards Table

D6REWARD
1

Driven by Devotion

Once per battle, in your hero phase, you can declare that this unit will prove their devotion to your champion. You can re-roll failed hit rolls for the unit for the rest of the turn.

2

Unnatural Regeneration

In each of your hero phases, you can heal one wound that has been allocated to a model in this unit.

3

Boon of Virulence

Once per battle, in your hero phase, you can bestow Nurgle’s foetid blessings upon this unit’s weapons. You can re-roll any failed wound rolls for the unit in the combat phase of that turn.

4

Revolting Resilience

Once per battle, in your hero phase, you can choose for this unit to ignore all but the most grievous of injuries. Improve this unit’s Save characteristic by 1 until the start of your next turn.

5

Gift of Life

Once per battle, in your hero phase, you can roll a dice for each model in this unit that has been slain. On a result of 5 or 6, return the model to the unit.

6

Twice-blessed Followers

Roll twice on this table and apply both results. Re-roll duplicates and further rolls of 6.


Champion Rewards Table

2D6REWARD
2

What the Gods Give…

Your champion has offended their patron and is punished by being condemned to spawndom. Lose D3 Glory Points (to a minimum of 0), and remove your champion and all rewards they have gained from this table from your warband roster. If your warband has another HERO, that model now takes charge and becomes your new champion (if you do not have any HEROES, immediately generate one from the hero followers table to become your new champion). Write down your new champion’s name on your warband roster ready for the next battle. Of course, your former champion may still have their uses – if your champion was a MORTAL you may immediately add a Chaos Spawn to your warband as a follower.

3

Cycle of Life

Roll a dice for your champion in each of your hero phases. On a 1 the champion immediately suffers 1 mortal wound. On a 4+ you can heal D3 wounds that have been allocated to the champion.

4

Poisonous Blood

Roll a dice after any wounds are inflicted upon your champion. On a 2+ one enemy unit within 1" of your champion suffers 1 mortal wound. If several enemy units are within range, randomly determine which one suffers the mortal wound.

5

Ensorcelled Weapon

Pick one of your champion’s weapons (it cannot be a weapon used by a mount if they have one). The Rend characteristic of the weapon is improved by 1 (for example, Rend -1 becomes Rend -2).

6

Oppressive Stench

Subtract 1 from hit rolls for attacks that target your champion in the combat phase.

7

Patronage of Nurgle (Lesser Reward)

Your champion gains a reward generated from the lesser reward of Nurgle table.

8

Patronage of Nurgle (Greater Reward)

Your champion gains a reward generated from the greater reward of Nurgle table.

9

Patronage of Nurgle (Exalted Reward)

Your champion gains a reward generated from the exalted reward of Nurgle table.

10

Daemonic Armour

You can re-roll failed save rolls for your champion.

11

Blubbery Resilience

Roll a dice each time you allocate a wound or mortal wound to your champion. On a 6+ the wound is negated.

12

Twice-blessed Champion

Roll twice on this table and apply both results. Re-roll duplicates and further rolls of 2 or 12.


Patronage of Nurgle Tables

If you roll a Patronage of Nurgle result on the champion rewards table, generate a reward from the appropriate table below that matches the extent of Nurgle’s favour.

Lesser Reward

D3REWARD
1

Putrid Vomit

Once per game, in your shooting phase, pick an enemy unit within 3" of your champion. Roll a dice for each model in the unit you picked that is within 3" of your champion. For each roll of 5 or 6 the unit suffers 1 mortal wound.

2

Repellent Smell

Subtract 2 from any charge rolls made for units attempting to charge your champion.

3

Inimical Touch

You can re-roll wound rolls of 1 for your champion.


Greater Reward

D3REWARD
1

Reaping Strikes

Each time you make a hit roll of 6+ for your champion in the combat phase, they can immediately make one additional attack with the same weapon. Any bonus attacks made in this manner can themselves generate additional attacks.

2

Bulky Onslaught

You can re-roll failed wound rolls for your champion in a turn in which they charged.

3

Baleful Virulence

Add 1 to the Damage characteristic of one of your champion’s melee weapons.


Exalted Reward

D3REWARD
1

Infectious Joviality

Your units do not need to take battleshock tests if they are within 7" of your champion.

2

Fly Swarm

Once per battle, at the start of a combat phase, pick an enemy unit within 7" of your champion. Subtract 1 from any hit rolls made for models in that unit until the end of the phase.

3

Boon of Regeneration

Once per battle, in your hero phase, your champion can call upon Nurgle’s favour. You can heal D3 wounds that have been allocated to your champion.


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).
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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).
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.

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

None
Artillery
Leader
Leader, Behemoth
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 ROTBRINGER keyword is used in the following Maggotkin of Nurgle warscrolls:

None
Battleline
Leader
Leader, Behemoth

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

The ROTBRINGER and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader
Leader, Behemoth
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.
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).
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.
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.
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.
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.
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.
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.

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

Leader
Leader, Behemoth
• Rotigus
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.
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).
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.
14.5 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.

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

Leader
Leader, Behemoth
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.
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).
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.
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.
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.
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.
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.
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.
14.5 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.
14.1 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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
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.
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.

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

Leader
Leader, Behemoth
• Rotigus
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.

The ROTBRINGER and WIZARD keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader
Leader, Behemoth
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.
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.
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.
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.
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.
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.
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.
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).
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.

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

Leader
Leader, Behemoth
• Rotigus
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.
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.
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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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.

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

Leader
Leader, Behemoth
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.
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.
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.
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.
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.
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.
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.
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.
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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).
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.
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.
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.
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.
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).
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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

The DRONING GUARD and PLAGUE DRONES keywords are used in the following Maggotkin of Nurgle warscrolls:

None
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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 BLESSED SONS and ROTBRINGER keywords are used in the following Maggotkin of Nurgle warscrolls:

None
Battleline
Leader
Leader, Behemoth
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.
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.
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.

The BLESSED SONS, ROTBRINGER and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader
Leader, Behemoth
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.
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.

The DROWNED MEN and ROTBRINGER keywords are used in the following Maggotkin of Nurgle warscrolls:

None
Battleline
Leader
Leader, Behemoth
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.
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 DROWNED MEN and PUSGOYLE BLIGHTLORDS keywords are used in the following Maggotkin of Nurgle warscrolls:

None

The DROWNED MEN, ROTBRINGER and HERO keywords are used in the following Maggotkin of Nurgle warscrolls:

Leader
Leader, Behemoth
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 TAMURKHAN’S HORDE keyword is used in the following Maggotkin of Nurgle warscrolls:

None
Battleline
Leader
Leader, Behemoth
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.
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.

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

Leader
Leader, Behemoth
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.

The HERALD OF NURGLE keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader
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.
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.
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).
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.
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.
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.
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.
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.
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.
14.5 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.
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).
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
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.
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.
© Vyacheslav Maltsev 2013-2021