Maggotkin of Nurgle – Beasts of Nurgle
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Beasts of Nurgle

As stupid as they are enthusiastic, Beasts of Nurgle bound forth with burbles of joy. Huge, slug-like abominations, they gleefully assail their luckless playmates until their joy proves lethal, before bounding off after new victims.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Filthy Claws
Filthy Claws1"44+3+-12
Slobbering Maw
Slobbering Maw1"D64+3+-1

Unit Size: 1      Points: 110
Battlefield Role: None
Base size: 60mm
Notes: Battleline in a Befouling Host army

Each model in a Beasts of Nurgle unit is armed with Filthy Claws and a Slobbering Maw.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Tallyband of Nurgle

Attention Seekers: Beasts of Nurgle seek out playmates with an enthusiasm that is rarely reciprocated by the horrified ob jects of their desire.
This unit can run or retreat and still charge later in the same turn. In addition, when this unit retreats, it can pass across other models in the same manner as a model that can fly.

Diseased Slime Trails: Diseased goo seeps from the skin of these disgusting creatures.
Before this unit retreats, roll a dice for each enemy unit within 3" of this unit. On a 4+, that unit suffers 1 disease point.

Pestilent Battering Rams: Beasts of Nurgle smash into enemy battlelines, crushing the foe and unleashing myriad plagues as they flail around with joy.
After a model in this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 2+, that enemy unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are caused after each model finishes its charge move, but do not allocate the mortal wounds until all of the models in the unit have finished their charge moves.

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.
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.
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.
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.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
© Vyacheslav Maltsev 2013-2022