Maggotkin of Nurgle – Feculent Gnarlmaw
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Feculent Gnarlmaw

Wherever the servants of Nurgle gather in large numbers and the blessed rot begins to set in, Feculent Gnarlmaws push their way up through the blighted soil. These disgusting trees ring with the sorrowful tolling of entropic chimes, belch clouds of daemonic spores and shed rot-wet blossom to carpet the maggot-churned earth beneath their boughs.

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Maggotkin of Nurgle armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

IMPASSABLE: You cannot move models over this terrain feature unless it can fly, and you cannot move a model onto this terrain feature or set up a model on this terrain feature (even if it can fly).

Entropic Chimes: The small bells and chimes that dangle from every Feculent Gnarlmaw fill Nurgle’s followers with an unnatural vitality.
In the charge phase of their commanding player, NURGLE units that are within 7" of any Feculent Gnarlmaws can attempt a charge even if they ran in the same turn.

Sickness Blossoms: After a Feculent Gnarlmaw first emerges, its roots start to spread through the ground, until they corrupt the landscape all around them.
At the start of the hero phase, roll a dice for each unit within 3" of any Feculent Gnarlmaws. On a 4+ that unit suffers 1 mortal wound. This scenery rule has no effect on NURGLE units.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
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