Maggotkin of Nurgle – Festus the Leechlord
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4"
6
5+
7
WARSCROLL

Festus the Leechlord

Festus is a heartless maniac, a former plague doctor transformed into a twisted alchemist of disease. He leads Nurgle’s armies with infectious ebullience, relishing the chance to try out new delightful brews upon unwilling foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Plague Staff
Plague Staff3"34+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

Festus the Leechlord is armed with a Plague Staff.

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

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

Delightful Brews, Splendid Restoratives: Festus relishes the chance to try out each of his new brews upon friends and foes, spreading bizarre and unnatural plagues swiftly through their ranks.
At the start of your hero phase, you can pick 1 unit within 1" of this unit. If you pick a friendly unit, roll a dice. On a 2+, you can heal up to D3 wounds allocated to that unit. If you pick an enemy unit, roll a dice. On a 2+, that unit suffers D3 mortal wounds.

The Leechlord’s Curse: Festus has mastered a spell that inflicts an atrophying curse upon a foe, making them especially susceptible to harm.
The Leechlord’s Curse is a spell that has a casting value of 7 and a range of 14". If successfully cast, pick 1 enemy unit within range and visible to the caster. Subtract 1 from save rolls for attacks that target that unit for the rest of the battle. The same unit cannot be affected by this spell more than once.

KEYWORDS
CHAOS, MORTAL, NURGLE, MAGGOTKIN OF NURGLE, HERO, WIZARD, FESTUS THE LEECHLORD
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.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
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.
© Vyacheslav Maltsev 2013-2022