Maggotkin of Nurgle – Bloab Rotspawned
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WARSCROLL

Bloab Rotspawned

A living swarm of daemon-flies and maggots crammed into a hollowed-out sack of leathery flesh, Bloab Rotspawned is nonetheless one of Nurgle’s mightiest Sorcerers. Mounted upon the back of his slime-spitting maggoth, Bilespurter, he unleashes one unnatural plague after another upon the foe, while the whirling flystorm that surrounds him blinds and chokes his victims.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bilespurter’s Vile Bile
Bilespurter’s Vile Bile12"D34+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Harvestman’s Scythe
Harvestman’s Scythe2"33+3+-12
Bilespurter’s Monstrous Claws
Bilespurter’s Monstrous Claws3"4+2+-11
DAMAGE
Wounds SufferedMoveVile BileMonstrous Claws
0-210"2+5
3-48"3+4
5-76"3+4
8-96"4+4
10+4"4+3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 230
Battlefield Role: Leader, Behemoth
Base size: 100mm
Notes: Single, Unique

DESCRIPTION

Bloab Rotspawned is a named character that is a single model armed with an enormous Harvestman’s Scythe. He rides the maggoth Bilespurter, which douses its victims with sprays of Vile Bile or tears them limb from limb with its Monstrous Claws.

ABILITIES

Daemon-flies: At the start of your hero phase, roll a dice for each enemy unit within 7" of Bloab Rotspawned. On a 4+ subtract 1 from hit rolls for that unit until your next hero phase.

Windspeaker Bells: Subtract 1 from the casting rolls of enemy WIZARDS while they are within 14" of Bloab Rotspawned.

MAGIC

Bloab Rotspawned is a WIZARD. He can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Miasma of Pestilence spells.

Miasma of Pestilence: Miasma of Pestilence has a casting value of 6. If successfully cast, pick an enemy unit within 14" of the caster that is visible to them. 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 and not negated. On a 2+ that unit suffers D3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, MONSTER, HERO, WIZARD, BLOAB ROTSPAWNED
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 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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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 MORTAL keyword is used in the following Maggotkin of Nurgle warscrolls:

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

None
Battleline
Leader
Leader, Behemoth

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

Leader
Leader, Behemoth
• Rotigus
© Vyacheslav Maltsev 2013-2021