Maggotkin of Nurgle – Fecula Flyblown
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4"
7
4+
8
WARSCROLL

Fecula Flyblown

A bloated and spectacularly foul-smelling Sorcerer of formidable power, Fecula Flyblown has sworn to spread the sickening gifts of the Plague God Nurgle as far and wide as possible.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Rotwood Staff
Rotwood Staff2"14+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 190
Battlefield Role: Leader
Notes: Single, Unique. Fecula Flyblown and The Wurmspat must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Fecula Flyblown is a named character that is a single model. She is armed with a Rotwood Staff.

ABILITIES

Blessed with Vitality: Grandfather Nurgle lavishes entropic gifts upon his chosen servants, granting them a supernatural resilience.
Roll a dice each time this model successfully casts a spell and it is not unbound. On a 4+, you can heal 1 wound allocated to this model.

Retchling: Accompanying Fecula into battle is her loyal Retchling. This plague-ridden familiar is a powerful locus of plague sorcery.
Once per battle, in your hero phase, you can choose for this model to channel the power of its familiar. If you do so, this model can attempt to cast 1 additional spell that phase.

MAGIC

Fecula Flyblown is a Wizard. She can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Stream of Corruption spells.

Stream of Corruption: Uttering glottal curses, the Sorcerer unleashes a torrent of bile and brackish filth upon their enemies.
Stream of Corruption has a casting value of 6. If successfully cast, pick 1 enemy unit within 7" of the caster and visible to them. That unit suffers 3 mortal wounds.

KEYWORDS
CHAOS, MORTAL, NURGLE, ROTBRINGER, BLESSED SONS, HERO, WIZARD, SORCERER, FECULA FLYBLOWN
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.
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

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

Leader
© Vyacheslav Maltsev 2013-2021