Maggotkin of Nurgle – Beasts of Nurgle
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5"
8
5+
10
WARSCROLL

Beasts of Nurgle

Beasts of Nurgle are huge, slug-like abominations that are possessed of an exuberance at odds with their horrific appearance. They gleefully rip and crush their ‘playmates’ until their joy proves lethal, before lolloping off in search of new victims.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Clawed Limbs and Fanged Maw
Clawed Limbs and Fanged Maw1"44+3+-12
Tentacles and Slobbering Tongue
Tentacles and Slobbering Tongue1"D64+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: None
Base size: 60mm

BATTALIONS

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

DESCRIPTION

A unit of Beasts of Nurgle has any number of models, each armed with Clawed Limbs and a Fanged Maw, and Tentacles and a Slobbering Tongue.

ABILITIES

Disgustingly Resilient: Daemons of Nurgle are inured to pain, their rotting bodies shrugging off all but the most traumatic damage with ease.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal is negated.

Acid Slime Trails: Paralytic goo seeps from the skin of these disgusting creatures.
Before this unit makes a retreat move, roll a dice for each enemy unit within 3" of this unit. On a 4+, that unit suffers D3 mortal wounds.

Attention Seekers: Beasts of Nurgle seek out playmates with an enthusiasm that is rarely reciprocated by the horrified objects of their desire.
This unit can run and/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.

Pestilent Battering Rams: Beasts of Nurgle smash into enemy battlelines, crushing the enemy and unleashing myriad plagues as they flail around with joy.
After a model from this unit finishes a charge move, roll a dice for each enemy unit within 1" of that model. On a 2+, that unit suffers D3 mortal wounds. If this unit has more than 1 model, roll to determine if mortal wounds are inflicted 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.

KEYWORDS
CHAOS, DAEMON, NURGLE, BEASTS OF NURGLE
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.
8.2 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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021