Maggotkin of Nurgle – Bloab Rotspawned

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Bloab Rotspawned

One of Nurgle’s most favoured sorcerers, Bloab Rotspawned is accompanied at all times by a swarm of daemonic flies that emerge from his bubotic flesh, to the detriment of any who dare draw too close.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Vile Bile
Vile Bile14"D33+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harvestman’s Scythe
Harvestman’s Scythe1"33+3+-12
Monstrous Claws
Monstrous Claws1"3+2+-23
Wounds SufferedMoveVile BileMonstrous Claws

Unit Size: 1      Points: 310
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

Bloab Rotspawned is armed with a Harvestman’s Scythe.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Contagium Overlord

MOUNT: This unit’s Pox Maggoth, Bilespurter, is armed with Vile Bile and Monstrous Claws.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Daemon-flies: The whirling fly-storm that surrounds Bloab blinds and chokes his victims.
At the start of the combat phase and the enemy shooting phase, roll a dice for each enemy unit within 7" of this unit. On a 4+, that enemy unit suffers 1 mortal wound and subtract 1 from hit rolls for attacks made by that enemy unit in that phase.

Windspeaker Bells: The dolorous tolling of these bells disrupts the focus of enemy mages but helps Bloab to concentrate when he is weaving his own spells.
Add 1 to casting rolls for this unit. In addition, subtract 1 from casting rolls for enemy WIZARDS that are within 14" of this unit.

Miasma of Pestilence: Bloab Rotspawned completes a complicated gesture in the air and a vile mist rises from the ground around his target. While it lasts, even the lightest graze seems to turn gangrenous.
Miasma of Pestilence is a spell that has a casting value of 6 and a range of 14". If successfully cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, roll a dice at the end of each phase in which any wounds or mortal wounds were allocated to that unit. On a 2+, that unit suffers D3 mortal wounds.

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.
14.5 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.

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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 MAGGOTH LORD keyword is used in the following Maggotkin of Nurgle warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024